The counter is for the monster to move adjacent to this PC and ready its own action. Because the PC has reach, he will get an AoO while the monster moves in, but he was going to get that anyway (readied action or not).

The closest I've come is a witch with three mythic tiers who's specialized in countering and dispelling. I'm not the beat-stick (although a good slumber hex still happens from time to time) but I do try very hard to shutdown the enemy's magic and take down their buffs. I've got a few feats like destructive dispel, but I didn't take dispel synergy because the save penalty doesn't seem to apply to hexes. And if we've got an intel on what the enemy casters are fond of casting, I try to have that prepared myself. That way, I can counter with no caster level check. GM didn't like that the first time I did it.

I run thusly: Once you have worn the item for 24 hours to attune to it, you remain attuned to it until you wear something else that requires attunement in that slot OR that item becomes attuned to someone else.

When you remove the item, you immediately lose the benefit, but not the attunement. If you redon the item without having lost attunement, the benefit immediately returns.

This way you can remove attuned items for a short time with only short term disruption.

As per the faq about the defending weapon enchantment you only wield a weapon if you attack with it.

All hail to the faqs

Because the "defending" property is USE ACTIVATED. You must actively use the weapon for the property to function. If it helps, think about it like this: actively wielding (required for use activated magic to function) vs passively wielding (required to threaten with that weapon).

Barrels are also poorly defined in the CRB and elsewhere. An empty weight is given, but not a volume. IRL, barrels came in quite a variety of sizes and several shapes depending on the intended use. Ask the GM.

Well, I have one character who would attempt (despite the size disparity) to intimidate the house, including threats to take it part brick by brick, board by board, nail by nail, leaving no stone atop another and plowing salt into the earth for good measure, whilst producing all manner of tools for the job from the bag of holding. So, cough them up, house, or face your certain destruction.

(if the house fails to respond, your friends are obviously already dead, and the demolition should commence)

IMHO, <designated foe>-bane enchantments are different enchantments that share a mechanic, similar to how "Protection from <alignment>" spells are different spells that share a mechanic. Contrast with "Protection from Energy", where the energy type is chosen at the time of casting.

You're missing the distinction between a two-handed weapon wieldable in one hand due to a special rule (such as the lance) and a two handed weapon treated as a one-handed weapon. The first case changes ONLY the wieldability (retaining the 1.5x str mod, etc.) while the second case changes ALL attributes (wieldability, str mod, pwr attack, etc.)

In the first case, your two-handed weapon is still being treated as a two-handed weapon with the SOLE exception of being wielded in one hand under very specific circumstances.

In the second case, your weapon that is normally wielded in two hands is being treated as a one-handed weapon IN ALL RESPECTS (wielded in one hand, only gets 1x str mod, only gets 1 handed power-attack).

More seriously, at a minimum I'd be having him make concentration checks because he's being towed along at the end of a rope that may or may not be attached exactly to his center of buoyancy (where ever that is). He's probably bobbing along like a fishing bobber in a swift stream.

Depending on how the barbarian moved that turn, it might be anywhere from vigorous motion (DC10+spell level) to extremely violent motion (DC20+spell level). I'd also throw in some of the mounted combat rules (not that the gnome is mounted) such as the one about if you make a ranged attack while your mount is double-moving, that attack happens at the mid-point of the mount's move.

More serious answer: If you used a standard action to activate the item, the item knows you're in initiative. This is the only RELIABLE way to activate a command word item. Any other method (including free action speech inside initiative or conversational outside of initiative speech) runs the risk of unintentional activation (false positive) or non-activation (false negative).

The "utterly stupid" accidental activation rule is there to note that it is POSSIBLE (but not probable) to activate the item without intending to.

Are there any rules regarding to play a character with low mental stats (cha, wis, int)?

Only those about how the ability modifier works with skills and abilities.

claudekennilol wrote:

At what point can the GM step in and say something along the lines of "look, you've the lowest charisma (score of 8 or something) so stop being the party's spokesperson". Or "stop coming up with all of these useful ideas" (having an int of 8).

Rule 0. However, simply by requiring the appropriate skill rolls at the appropriate times should be sufficient. Remember to include circumstance modifiers if warranted.

claudekennilol wrote:

Are these valid or is it just up the player to determine how to best play their own character?

If I want my "dense" character to come up with something clever, I could always have him attribute it to another, such as Baldrick does in the following quote.

Baldrick: Well my cousin Bert Baldrick, Mr Gainsborough's butler's dogsbody, says that he's heard that all portraits look the same these days, 'cause they're painted to a romantic ideal rather than as a true depiction of the idiosycratic facial qualities of the person in question.
Blackadder: [impressed] Your cousin Bert obviously has a larger vocabulary than you do, Baldrick.

In one of my home-brews, wands are not self-powered. They are instead "spell converters". The user provides the power with a spell-slot and the wand converts whatever spell you expended (provided it is of a sufficiently high level) into the one that is built into the wand. If you have something like a Pearl of Power, you can power the wand with that.

Just to be clear: You can take a free (and therefore a swift) action between attacks in a full attack. What you can't do is take an action (free or swift) between the attack roll and the damage roll. Those rolls are both part of the same attack and can't be separated.

Well, since you can ready to counter-spell, and (assuming you make the identification roll) the spell you'll need to cast might be different, I would say that that's a pretty strong indication that you needn't declare exactly WICH spell you're going to cast as that readied action, just that it needs to be an attack spell.

A Swashbuckler wants to use an Aldori Dueling Sword. This sword is a slashing weapon, not a piercing weapon, so this cannot normally be done.

There is a feat, Slashing Strike, that would allow him to do this. There is also a feat, Dueling Mastery, that has similar language. This feat is from the Inner Sea World Guide, but since it predates the Swashbuckler, it only references duelist.

If this character wants to multi-class magus AND duelist, does he need BOTH feats to use his Aldori Dueling Sword for everything ?

Use Activated: This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.

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For most purposes, to wield is to have ready for immediate use. For many weapon properties such as defending (which are use activated), it means to actively use.

The arguments arise about when it is the first case and when it is the second case.

In the case of the True Primitive above, I would likely rule that the second case applies to the spear.

No references to specific hands here, and references to natural attacks which might be a bite, a stinger on a tail, claws on feet, knees or headbutt from a monk (unarmed attacks), would all discharge it.

But once you deliver one charge with a tail-slap, wouldn't any remaining charges ALSO have to be delivered with the tail-slap ? If you can just move the charge around at will, then how would you EVER be restricted by the "can't touch anything or you'll discharge" provision ?

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

If this character has the Two Weapon Fighting feat AND a BAB of +1 or higher, then they can draw both weapons as part of a regular move. Otherwise it will take two.

The Flame Blade is immaterial. I'm fairly certain you can't wield an immaterial thing as an improvised weapon. You're stuck using it as a scimitar per the spell description.

A Monk of the Empty Hand treats "normal" weapons as improvised weapons. I'm not sure a flame blade is "normal". Let's assume it can be a "normal" weapon. You get an immaterial flame club. You still get no strength mod and still do fire damage.

Isn't this a case of the specific (the Archetype's special ability) overriding the general (the Alchemy Manual's rule) ?

Grenadier Archetype wrote:

Alchemical Weapon (Su)

At 2nd level, a grenadier can infuse a weapon or piece of ammunition with a single harmful alchemical liquid or powder, such as alchemist’s fire or sneezing powder, as a move action.

Alchemy Manual wrote:

Other Types of Ammunition: While Kyonin archers prefer alchemical arrows to other missile weapons, characters can infuse other ammunition and thrown weapons that deal piercing damage (such as crossbow bolts, darts, and shuriken) with alchemical effects.